If I have a skeleton, and I apply a ikRPsolver from the hip to the ankle, then create a pole vector constraint to a properly placed nurbs circle, it flips the hip joint 90 degrees on the X axis, meaning I have to use the twist attribute to get it right again and I shouldn't have to do that.
Why is this happening, and what's the solution?
I've rigged loads of characters and NEVER had this problem before.
I think it's my different joint orientation that's causing it, but I'd like a fix that doesn't involve re-orientating the joints.
Nevermind, guess I'll just use the twist, I doubt there's another option.